#version 110

uniform mat4 mat_proj;
uniform mat4 mat_view;
uniform mat4 mat_world;

uniform mat4 mat_bones[32];

attribute vec4 vertex;
attribute vec3 bones;
attribute vec3 blends;

void main ()
{
  int idx = int(bones.x);

  gl_Position = mat_proj * mat_view * mat_world * mat_bones[idx] * vertex;
}


